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Question by cartman412 · Sep 21, 2011 at 02:46 PM · rotationlookat

lookat() issue

I am making a sort of FPS and I need my camera to look at a specific object. I'm using the lookat() method, which does exactly what i want except it does it simply changes my camera rotation from my current to where i want it to look at instantly. Instead I would like for it to perform this rotation over time. Any suggestions?

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Answer by syclamoth · Sep 21, 2011 at 02:55 PM

Instead of using lookat() directly, try using an intermediate step-

 targetRotation = lookat(whatever);
 actualRotation = Quaternion.Slerp(currentRotation, targetRotation, Time.deltaTime * someAmount);

This makes the actual rotation lag behind the target rotation a little, but it should smoothly follow the way you want it to!

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avatar image cartman412 · Sep 21, 2011 at 03:07 PM 0
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Nice! Now the issue i have is that lookat() is a void function, therefore not returning the target rotation. How can I get the rotation ins$$anonymous$$d?

avatar image aldonaletto · Sep 21, 2011 at 03:27 PM 0
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You should use Quaternion.LookRotation (assu$$anonymous$$g whatever is a Transform):

 targetRotation = Quaternion.LookRotation(whatever.position);

Since LookRotation asks for a point, you must pass the target's transform.position to make it look at the target object.

avatar image cartman412 · Sep 21, 2011 at 03:28 PM 0
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Never$$anonymous$$d! Got it :)

avatar image cartman412 · Sep 21, 2011 at 03:48 PM 0
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That worked too and it made it look great :) thank you very much for the help!

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